Forums - Nintendo Discussion - Official Nintendo News Thread: "Born a Nintendo Fan, die a Nintendo fan!

Tagged games:

What would you give for Nintendo to be #1 again this gen?

500 dollars
Kidney
Soul
virginity
Your favorite puppy
Your 1,000 dollar copy of Xenoblades
An hour of your time
Other ( post below)
....Left testicle....
Pezus's freedom
NintendoPie said:
Pikmin 2 is the one that they didn't re-release on the Wii. Which is odd since number one sold the best in America... Sometimes I hate Nintendo. >_<"


What?

http://www.ebay.com.au/itm/Pikmin-2-Nintendo-Wii-/280843671257?pt=AU_PC_Video_Games_Games&hash=item41639656d9

 



“When we make some new announcement and if there is no positive initial reaction from the market, I try to think of it as a good sign because that can be interpreted as people reacting to something groundbreaking. ...if the employees were always minding themselves to do whatever the market is requiring at any moment, and if they were always focusing on something we can sell right now for the short term, it would be very limiting. We are trying to think outside the box.” - Satoru Iwata - This is why corporate multinationals will never truly understand, or risk doing, what Nintendo does.

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megaman79 said:

What?

http://www.ebay.com.au/itm/Pikmin-2-Nintendo-Wii-/280843671257?pt=AU_PC_Video_Games_Games&hash=item41639656d9

 

I meant in America.



Carl is a Piplup hater and deserves to be punished eternally.

My Wii can play PAL games....I might try Pikmin 2 out...need to play part 1 first!



Retro's latest employee hires
- Aaron Black: Former Zipper Interactive, Sucker Punch dev

- Brad Taylor: Former Disney Interactive dev

- Timothy Wilson: Former Gearbox dev

http://gonintendo.com/?mode=viewstory&id=174748
Retro's getting some serious devs!

Read my original story on Fictionpress (Shinigami Twin): http://www.fictionpress.com/s/2996503/1/Shinigami-Twin 

As well as my other one (Hell's Punishment): http://www.fictionpress.com/s/3085054/1/Hell-s-Punishment

Nintendo Network ID: kingofe3

Pokemonbrawlvg said:
Retro's latest employee hires
- Aaron Black: Former Zipper Interactive, Sucker Punch dev

- Brad Taylor: Former Disney Interactive dev

- Timothy Wilson: Former Gearbox dev

http://gonintendo.com/?mode=viewstory&id=174748
Retro's getting some serious devs!

Hmm... if this is no joke they're obviously planning something big. Very interesting indeed.



Carl is a Piplup hater and deserves to be punished eternally.

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Back from Babysitting....I mean vacation!

 

 

Minna no Ennichi - trailer


http://www.wiiz.fr/article.php?a=39365

 

Go there for a ton of pictures of whatever this game is!

 

 

 

 

Looking Back: the Adventures of Rad Gravity



 

Mom and Pop game shop goes all-out on Legend of Zelda display


Now that's how you put together a front window display! This setup can be found at the Mom and Pop game shop 'Game Nut' in Kansas. Thanks to Janaff for the heads up!
                     

Pokemon Smash’s announcement was show-related

April 1st, 2012 Posted in General Nintendo, News, Posted by Valay

As it turns out, the announcement teased for yesterday’s Pokemon Smash announcement wasn’t at all game-related. It was simply a contest involving the show itself.

That’s a bit disappointing, but on the bright side, we’ll definitely be getting Pokemon Black/White 2 news next week. Stay tuned for that!

Source


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NintendoPie said:
Pokemonbrawlvg said:
Retro's latest employee hires
- Aaron Black: Former Zipper Interactive, Sucker Punch dev

- Brad Taylor: Former Disney Interactive dev

- Timothy Wilson: Former Gearbox dev

http://gonintendo.com/?mode=viewstory&id=174748
Retro's getting some serious devs!

Hmm... if this is no joke they're obviously planning something big. Very interesting indeed.




I'm on Twitter @DanneSandin!

Furthermore, I think VGChartz should add a "Like"-button.

Hmm....Seems how I cannot find any real Nintendo stories today, I give you my one april fools article...

 

Nintendo Announces Zelda Edutainment Wii U Lineup

With two months to go until E3 2012, Nintendo has revealed a new direction for its beloved Legend of Zelda franchise. It was announced today that the gaming giant is developing a series of edutainment titles for its upcoming home console, the Wii U, starring a variety of famous characters from the adventure series. These games will be targeted toward a broader and younger audience, and will make special use of the new Wii U tablet-style controller.

Nintendo has included a full list of these education-based titles, wth brief descriptions to get the fans excited.

Hey! Look! Listen! Identifying Shapes and Sounds with Navi – Join Link’s faithful and beloved companion as she teaches youngsters how to identify different shapes, as well as different animal sounds. The innovative Wii U controller provides youngsters with an easy-to-use touch interface, letting them point directly to octagons, elephants, or Bokoblins. How many sides does a Triforce have? You’ll find out soon enough!

Tingle Teaches Typing – Tingle, tingle, kooloo-limpah! Tingle the Fairy needs your help translating Triforce maps, and he’ll teach you how to type in the process! Use the Wii U controller as a makeshift keyboard, as you learn proper hand positions and finger movement. A bonus Extortion Mode shows players how to quickly use a calculator, in order to extract all profit from a business powered by less-than-willing workers. Guide the Hero of Winds to the Triforce – with the power of typing!

Link is Missing – The Hero of Time has found himself lost – in time! Join Zelda, Impa and fan favorite Groose, as they travel through history looking for Link, learning about famous historical events in the process. When did the United States build the Statue of Liberty? What famous Chinese mathematician invented algebra? Who were the Seven Sages that ended the Imprisoning War? Players will need to know the answers to these questions, and more, if they want to rescue Link from an endless quantum continuum existence!

Ganon Finger Painting – The Great King of Evil, transformed into his evil beast form, must keep his wits about him and his mind sharp – through the relaxing medium of fingerpainting. Use the Wii U controller as a digital canvas, following along with the evil Gerudo leader as he teaches players the basics of mixing colors and creating shapes. This title concludes with an epic painting battle against Ganon and his second-in-command, Bob Ross, a fight that should not be missed by anyone.

Dance Dance Guru-Guru – Zelda dives into the rhythm gaming craze right at the height of its popularity with Dance Dance Guru-Guru. The series’ beloved organ grinder will crank out organ renditions of today’s most popular songs, as players dance along while holding Wii Remotes to track their movements. Use the Wii U controller as a turntable to mix songs together with popular Zelda tunes in real time, as the dance party gets underway.

Style Savvy with Ghirahim – Ghirahim, the Lord of Demons, is also the Lord of Fashion! In this Nintendo DS exclusive, Players can dress up with the Zelda series’s most fabulous villain, collecting clothes and unlocking new models to dress up. See what Link might look like without his trademark green tunic! Players can take pictures of their characters and share them with friends through Facebook or the Nintendo Fashion Network.

“Obviously we’re trying to bring in a larger audience with these games, but we believe hardcore gamers will find them challenging as well,” said Reggie Fils-Aime, President of Nintendo of America. “We believe these new and innovative titles will show the world how the Wii U brings a definitive gaming experience to the table, with gameplay that can’t be duplicated on a smartphone or a standard gaming console.”

According to Nintendo’s press release, many of the above games will connect with the Nintendo 3DS handheld in some way, possibly to offer more control options or to let players take edutainment on the go. More game information, such as pricing, should be made available during Nintendo’s E3 media presentation.

The above games are slated as launch titles for the Wii U, and will be available when the console is released on December 21, 2012. More information will be posted as it is made available.

The above article was published on April Fool’s Day, 2012, and is intended as satire.



Now for a fun article.

 

 

Gallery: The Age of Mascot Hell

The '90s gave us lots of great games, but it also created tons of annoying cutesy characters that we hate. A lot.

By: Jeremy Parish March 30, 2012

In the beginning was a circle. And Toru Iwatani removed a wedge from the circle; and the solipsism of the human mind transferred upon the circle the properties of a mouth and an appetite. And Pac-Man was created; and Iwatani saw that it was good; and the people rejoiced and demanded the likeness of Pac-Man upon every conceivable form of merchandise. And so did Pac-Man become the first game character to transcend the medium in which he was conceived; and his name and face (such as it was) appeared on television and on toys and on kitchenware and on clothing. And rival game creators saw the opportunity for profit; and they crafted countless imitations, from false graven images in Pac-Man's own likeness to Ladybugs and Jumpmen. And so dawned the video game mascot.

That's the Old Testament origin story; now let's jump ahead to the New Testament -- that is, the 16-bit era. Pac-Man created the world of mascots, and Mario led gamers to a promised land in which a mascot would star in a game whose creators' primary motivation was to create a great game rather than sell character goods. Many followed in Mario's footsteps, from Asmik's Boomer to Sega's Alex Kidd to Hudson's Bonk; yet none transcended Nintendo's leading man until 1991, when Sonic the Hedgehog changed everything.

 

1 2 3 ...15 Next
Here is a Nintendo game for you, look through the rest at the links right above this post from me<>

Rockey Rodent


Data East | Super NES | 1993

If the measure of an old game's popularity is the ease with which you can find images pertaining to it with a Google search, Rocky Rodent ranks among the lowest percentile of games ever made. Search for Sparkster or Jazz Jackrabbit and you'll find huge box scans, fan art, and alarmingly copious homemade porn of the characters. Search for Rocky Rocket and you'll get a handful of low-rez box images of the Super NES game and a lot of photos of nutria rats. Nutrias have a reputation for being vile, ill-tempered, foul-smelling, violent little monsters. They're still more charismatic than Rocky, though.

 

 

 

 

 

 

 

 

 

 

 

 

                                                              

 

 

 

1998: Gaming's Greatest Year

Take a look at five monumental titles that shaped the industry for years to come.

By: Bob Mackey March 30, 2012

As the nineties slowly rolled to a stop, something magical happened; in just twelve months, a handful of developers completely changed the industry with five fantastic games that redefined genres and inspired constant imitation for years to come. And, strangely enough, these bursts of innovation weren't limited to the release of some overpriced, bleeding edge piece of hardware; they happened across a variety of platforms that came into being years prior.

For some developers, 1998 marked the first year gaming had finally overcome its polygonal growing pains, allowing designers to fill their worlds with interesting ideas, now that they no longer had to concentrate on preventing their works from breaking apart at the seams. For others, graphical prowess didn't change matters much; some world-changing productions amounted to a collection of time-tested concepts presented in a highly polished and appealing package. Though each of the following games took their own approach to legendary status, they all saw release in 1998, making it the most memorable year in gaming history.

Half-Life

Valve didn't stand alone in trying to add something more substantial to the typically testosterone-driven first-person shooter; years earlier, both Ultima Underworld and System Shock added RPG elements to the traditional FPS framework, but didn't quite set the world on fire. Half-Life didn't deviate too far from the demon-blasting action of Quake and Doom, at least in play style, but its setting presented an environment and atmosphere that genre vets had never seen before. Unlike its competitors, Half-Life didn't open with blistering guitar solos and explosions en masse, but rather, a quiet and ominous tram ride meant to introduce players to the enormity of their new playground. And the first living beings the protagonist meets can't be killed (not that Hal-Life gives you anything to kill them with); in fact, the nebbish scientists of the prologue spout brief bits of dialogue when prompted -- a startling idea for a genre where players most often shoot first and ask questions later.

The Black Mesa Research Facility still offered a variety of weaponry for dispatching its many threats, though the run-and-gun tactics of previous FPSes wouldn't always work here; the leather-clad assassins in particular gave gamers a far greater challenge than the brain-dead imps and pig cops of the past. Above all, Half-Life's setting felt like one big, interconnected world -- even with occasional breaks for loading -- a far cry from the distinct maps that acted as the FPS standard for quite some time. By the the Gordon Freeman reached the last leg of his journey, the path carved through Black Mesa's dangerous corridors definitely made his surroundings seem far more grounded than game environments of the past. Today, most FPSes can't help but borrow from Half-Life -- just try and find a modern example that doesn't contain at least trace amounts of this game's DNA.


The Legend of Zelda: The Ocarina of Time

Ocarina of Time presented many challenges for Nintendo; they certainly showed the world how 3D action games should be done with Mario 64, but moving the Zelda series to a new generation of hardware posed much bigger problems. Instead of drastically rethinking the Zelda formula -- which hadn't been fully established yet -- Shigeru Miyamoto's team started with A Link to the Past's sturdy skeleton, and focused on bringing its elements to the world of 3D. Those who played Link's amazing 16-bit adventure might have been surprised to see a large chunk of this game transition to the N64, but Ocarina wasn't the first time Nintendo took this approach; months earlier, Star Fox 64 came into being as a highly refurbished and expanded take on the SNES original. Though Nintendo would come to rely on this method a bit too often, re-using old ideas at this stage made for a brilliant game plan, as it allowed the development team to concentrate on making Hyrule's huge world work properly -- an ambitious goal that simply hadn't been pulled off at that point in time.

The game might feel a little sparse and sluggish these days, but it's impossible to find a third-person action/adventure game that doesn't borrow from Ocarina in some way. Z-targeting alone absolutely changed the way we play games, as it finally allowed players to combat enemies without the guesswork pushed on them by that tricky z-axis. Ocarina also let players switch between first and third-person modes on the fly (for aiming and viewing), allowed them to customize their button layout through context-sensitive input, and presented a game world that could be manipulated at will through the use of a single tool -- something later Zeldas dropped entirely. Even those who find the game a bit overrated can't deny its influence on the gaming world at large; Ocarina alone made the rest of the industry step up their game, which eventually caused bold and ambitious 3D adventures to posture themselves as "Zelda killers." This bravado never really paid off, but it sent a very clear message: Ocarina of Time was the yardstick by which to measure every game.

Pokemon Red and Blue

Pokemon may have existed before 1998, but not for Americans; before it hit the states, we largely knew this Nintendo property as "that weird Japanese seizure cartoon," which must have posed a monumental challenge for Nintendo's PR department. But the benefit of the two years between Japanese and American releases allowed the various Pokemon incarnations to accumulate into an all-out media storm featuring a cartoon, collectable card game, and endless waves of merchandise alongside the games themselves. A bit cynical, maybe, but Nintendo's parent-angering sales strategy made the Pokemon world one that could exist around players long after they turned off their Game Boys. It's doubtful that Pokemon would have become such a social phenomenon if not for the various ways to connect with the series outside of sitting alone and squinting at a tiny, green screen.

The games facilitated this highly social subculture by making it necessary for gamers to cooperate for the ultimate goal of "catching them all," something that definitely hasn't changed throughout the series' umpteen iterations. And it certainly helped that both red and blue gently eased the player into monster combat with a very simple set of mechanics; as console RPGs grew more and more baroque, Pokemon didn't aspire to be more complicated than your average 8-bit Dragon Quest. JRPG addicts may have been shocked by Pokemon's utter simplicity, but the series' bare bones approach allowed millions of curious folks to pick up and play the game, even if they didn't know what the letters in "RPG" stood for. And while anyonecould blaze through the game without exploring its many hidden corners, hardcore gamers have long obsessed about building the "perfect" team via methods that would make any research statistician drop to their knees out of utter respect. As games were quickly growing too complicated for a mass market to understand -- for better or worse -- Pokemon reaffirmed the value of accessibility for an industry slowly losing its relevance to a casueal audience.


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DanneSandin said:
NintendoPie said:






Carl is a Piplup hater and deserves to be punished eternally.